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I recently finished reading William S. Lind‘s 4th Generation Warfare Handbook. “That has little to do with daygame. Why aren’t you out doing sets?” you may ask, “RSD just put another rambling video with an hour of goobledegook and rehashed ideas to draw in the spivs and no-hopers, surely that’s a better use of your time.”

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Well, not for me. I may happen to focus my blog on daygame but it’s only a small part of my life. My period of PUA Cognitive Capture has long since passed. [1] Evidently there is still some lingering cognitive capture because throughout Lind’s book I kept thinking this kinda relates to daygame. So, let the mindwank begin.

Artist impression of me thinking

The concept of fourth generation war naturally presupposes the existence of a prior three generations [2] and Lind describes those as follows [roughly paraphrased]:

First Gen – This began from the Peace of Westphalia in 1648, in which the modern nation states of Europe were created, until the American Civil War in 1861. Think of it like the orderly lines and columns of the Napoleonic Era in which armies meet on a pre-defined battlefield aiming to win a decisive battle.

Second Gen – This began with the French in World War 1 after trenches, barbed wire, artillery and fast firing guns made open orderly charges suicidal. Think now of the trench warfare of WW1 in which the artillery pounds a position for a week and then the infantry runs in to occupy the battered enemy lines. The goal is to kill enemy soldiers, destroy his equipment, and advance the line.

Third Gen – This developed concurrently but developed by the Germans and is best embodied in the Blitzkrieg. Defensively, it sought not to hold a line but to instead draw enemies in and cut them off. Offensively it sought to bypass (rather than destroy) enemy strongholds then roll them up from the rear. This is “maneuver warfare”.

Fourth Gen – This style existed before the Peace of Westphalia and has come back again now that the ordered nations are breaking down. Wars are no longer fought as one state army against another – they are fought by clans, gangs, tribes, and ideological fanatics. There is often no clear distinction between “military” and “civilian” participants. On the ground it resembles the hit and run of guerrilla warfare.

Lind suggests that the first two generations of war grew out of the orderliness of nation states. Having acquired a monopoly on war, states imposed their bureaucratic nature onto war itself. Thus a culture of orderliness was encouraged on the training ground (drills, salutes etc) and on the battlefield (field manuals, rigid chain of command, reliance on orders). The transition from first to second generation was driven by the increased mechanisation of war but the battlefield remained orderly and defined. The third generation sought to take advantage of disorder [3] by relying upon speed and tempo rather than firepower. This required a culture of looking outward at the scenario rather than looking inwards at orderly procedure. When 3rd gen met 2nd gen in the early days of WWII, the former won until it’s tactical and operational advantages were overwhelmed by strategic blunders [4].

So what on earth has this to do with daygame, you ask? Let’s ruminate…….

“She was so rude!”“Don’t worry mate, harsh blowouts are part of the game”

The key drivers determining war’s passage through the four generations has been linked to the orderliness and coherence of nation states. The Westphalian states were mostly ethnically homogenous, increasingly capitalist, high testosterone, and thus notable for their high social trust and strong sense of shared identity within the nation and also a competitive rivalry with the out-groups of other nations. A man’s primary identification was with his nation and thus he was willing to fight for his country. For the most part he’d be fighting other men from similar countries (i.e. Britain fighting France is closer to fratricide than Britain fighting Sri Lanka) and thus the rules of war took on a relatively honourable tone with many shared values.

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Then socialism, multiculturalism and feminism happened, in the West, and the colonial lid was lifted from the simmering conflicts in the second and third worlds. These undermined the pillars of order from which orderly war sprang. Nation states lost legitimacy from the ground up from trends such as diversity importing people who identified primarily with a different country and from the top down such as the surveillance state flourishing. Cultural Marxism destroyed the social fabric and now patriotism is a dirty word for many. Oh, and all the men became faggots.

Shoreditch Special Forces

The social collapse that led to Game as an adaptation to the sexual market place is the same as what led 4th Generation war as an adaptation to conflict. The improved technology that changed military strategy leaked into the civilian world to change sexual strategy [5]. Let’s do a rough mapping of the generations of war to dating.

.First Generation Dating – This is the strategy of your grandfather’s era. A highly ordered society with restrained K-selected social mores included a very specific narrow area in which men and women would be introduced. These includes church groups, Saturday night dance halls, and a Mad Men-esque work environment in which women take bullshit secretarial jobs as office flowers as a way to meet the office men who have the real jobs. Just as 1st Gen war relies upon orderly line and column formations on a defined battlefied, 1st Gen dating relies upon orderly etiquette on a defined space.

.Second Generation Dating – This is your dad’s strategy. The four sirens of the sexual apocalypse have hit (Contraception, No Fault Divorce, Workplace Equality, Welfare) like a breech-loading rifle fired from a trench but they apply to a generation raised the old way and thus haven’t yet wrought destruction upon the social order. There’s also no diversity, so social trust remains high. Think of it like a loosening of the ‘social corset’. Dating, as with much of social life, loses much of the defined etiquette which delineates acceptable behaviour but men and women haven’t changed much in what they want. Look at a 1960s or 1970s sitcom for a view how this dating works – beta provision still works and rather than put firepower on target as in 2nd Gen war, you are putting value on target through getting a good job, some social status, and following loosened rules of courtship.

.Third Generation Dating – This is the old school player’s strategy that ran concurrently with your dad’s 2nd gen version. Just as the squareheads [6] relied on speed and tempo to take advantage of battlefield disorder in a world where the cheese eating surrender monkeys [7] clung to more effectively unloading firepower onto target, the old school players relied on setting up an “in” and then milking it opportunistically. Think of your medallion-wearing disco dancers, your rock star, your hippy cult leader, or your racing driver. While the previous generation acts like there is an ordered hierarchy, a static world, and rewards accrue to those who pile up value (e.g. increased promotion prospects at work), the players are slipping past that Maginot Line with a fluid strategy.

“Hey baby….”

So far, so mindwanky. What happens in the fourth generation?

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Just as modern war is now notable in its lack of structure, lack of uniforms, and lack of trust, the fourth generation of dating is equally guerrilla and it’s players frequently operate on the same shoot and scoot tactics. Urban anonymity combined with modern technology such as smart phones, Whatsapp and Tinder allow the sexual war to be conducted on smaller and smaller levels. No longer do massed armies of males and females meet in a disco hall to mark each other’s dance cards – that level of logistical planning is unnecessary. Instead a girl need only log onto Tinder, alone in the comfort of her own room, to engage the enemy. A player need only walk into a shopping mall to set off his daygame IED on a passing column of girls.

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In modern dating the battlefield is anywhere and no one is wearing a uniform. The fighters hit and run, often unseen by the passing population.

.[1] – Don’t take that to mean I’m “beyond daygame”. It’s still a hobby of mine. [2] – It doesn’t mean you, your kid, your dad and your granddad are all at war simultaneously, thus having all four generations of your family at war. Maybe in Shitholeistan countries that is true. [3] – I’m sure someone in the comments is going to mention Anti-Fragility. [4] – Such as Hitler fighting a two-front war, and making a foolish alliance with Japan that drew USA into the war. [5] – I’m looking at you, cell phones, Tinder, and budget airlines. [6]- Sorry, Germans [7] – Oops, slip of the pen

If you thought that was ill-thought out rambling that probably misunderstood the point of its original inspiration you should see my books. They were written with the same slapdash approach in between sessions of Dark Souls.

“Krausersatthva, how do I find vibe?” asks the intermediate grasshopper daygamer. “I have looked hard for it but haven’t found it.”
“Where have you looked?” I ask.
“I read some books on inner game. They tell me many things about my mind, about the conversations in my head and they try to get me to correct my self talk.”
“When you engage in self talk, who is it that is talking? And to whom do they speak?”
“Well…….” the intermediate daygamer thinks, screwing up his eyes and putting a finger to his lip. “It’s my observing ego talking to my base self.”
“So what is it that watches your observing ego talking to your base self? Who is observing the conversation of the observing ego?”

Got you there, you little shit

“I’m not sure that’s the point” he replies. “We could call it a theoretical structure to represent what’s going on in my mind. It need not be literally true. The point is that by understanding the dialogue I can gain some kind of control over it, and steer it in a better direction.”
“And how do you do that?” I ask.
“I learn better self talk. The inner game books give me new things to tell myself.”
“I see” I nod sagely. “So your answer to the problem of being in your head – that is to say of a noisy chaotic self talk that creates anxiety and thus prevents you finding vibe – is to attempt to attain greater control over self talk, and to shackle it under even more conscious control?”
“Yes. That’s mental mastery”
“Is it?” I ask, wishing I had a long beard to stroke thoughfully. “Is that not like trying to calm disturbed waters by swiping your palm across them?”

I visualise myself something like this

The intermediate daygamer looks disturbed. “No, no. It’s not like that at all. It’s a more positive mindset.”
I sip my green tea. A gong sounds somewhere up in the hill, probably at a temple. I decide it is time to nudge my conversation partner in a different direction.
“The problem with finding your vibe is that you can’t find it, because it isn’t there. The very act of trying to analyse, control, and shackle your internal thoughts is precisely what creates the disturbance, and with it the anxiety.”
I’m enjoying this. I continue.
“The way to find your vibe is to look so hard for it that you eventually realise it isn’t there and then give up looking. It’s precisely by turning over every little corner of your brain and rattling off every silly mindset mantra that you realise your vibe isn’t to be found inside your head. It’s only when you’ve looked everywhere there and not found it that you can be confident it isn’t there at all.”
“I’ve done as much as I can. I’ve followed all the advice out there. My vibe still sucks. Sometimes it comes, but usually it doesn’t” says the intermediate daygamer. He looks like he’s about to cry.
“And that means you can stop suffering” I say. “You’ve done the work and you’ve suffered enough. Your penance is over and you can stop punishing yourself for not having good vibe. You are ready to let go and accept the vibe was there the whole time – but it’s out here.” I wave expansively at the world around us. “It’s in the air, it’s in the feel of the sun on your face, and in your connection to the street. It’s in the very absence of all these futile attempts to develop your mindset.”
“You know what” he says. “I feel like the pressure is off.”
“Great. That’s the best time to hit the street. That’ll be £50 please.”

I sat in a comfy chair in a Costa cafe today, sipping on a hot latte and letting my mind wander. All told I was ensconced in my bubble of tranquillity for around two hours and loved every second of it [1]. Measured in terms of happiness, it was a successful deployment of my resources. That said, I achieved absolutely nothing. Time passed, I enjoyed it, but I gained no new experience in anything of value. Which was the point. But what if I had wanted to “move forwards” with some area of my life? [2] To move forwards we need to do things. By doing things we accumulate experiences. These experiences are the fuel we shovel into the Improvement Furnace[3].

“Here, take another set”

Activities which get you out into the world doing things, especially difficult things in an uncontrolled environment, are great for rapidly accumulating experiences. That’s one reason sports are so good for kids – they learn about all kinds of things tangential to the sport itself from the very act of doing sport [6]. How about daygame? What does an extended period of in-field work give you?

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Saturday rolls around and you’re feeling that ominous dread in your gut at the thought of hitting the streets and talking to women. You don’t much fancy the sting of rejections nor the negative feedback it suggests as to the current state of your Game and SMV. Nonetheless, you potter through your own personalised pre-daygame ritual [7] and get those first few sets in. The AA dissipates and you might end up with a good session.

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Mid-way through that Saturday session you still haven’t hit your stride. The weasels are chattering in your ear, trying to talk you out of it. One particular set goes badly, a girl just waving you away while you’re left hanging. You think you catch a ghost of a smirk on your wing’s face, laughing at you. Negativity surges from deep down. You remember something similar happened the week before and you’d spent the rest of the afternoon ranting about how women are bitches, game is shit, and really it’s a much smarter plan to just save money and fuck whores. You’d gone to bed that night feeling terrible, having talked yourself into a seething mess. “Not today!” you tell yourself. Rather than bitch and moan to your wing about the blowout you shrug your shoulders, chalk it to the game, and resume your usual positive self talk. “Fuck me, she wasn’t having it was she?” you laugh. Your wing agrees. Crisis over, vibe maintained. You can feel the session begin to shift towards the positive.

It’s getting on to 5pm now and you’ve had a couple of good sets. You’re pretty glad you came out and especially pleased with yourself for overcoming the earlier wobbles. A pretty girl flashes you what might have been an IOI. You’re not sure but there was something there, vanishingly subtle but you’ve been practising your sensitivity to IOIs and you think that might’ve been one. You go in. She lights up and giggles, hooking immediately. The set goes great and about four minutes in you just get the sense “this girl fancies me, and she doesn’t want me to go”.
“Look, I was thinking about having a coffee over there. Would you like to join me?”
She enthusiastically agrees and comes off on the idate. At that point you don’t know if there’s anything in it, but daygame has just generated another experience for you.

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I could go on [8]. My point is that whatever immediate tangible results you are getting (or not getting) from daygame, so long as you keep going out the Daygame Infinite Experience Machine is replenishing your fuel stores and keeping the Improvement Furnace going. There are all kinds of active and passive skills levelling up in the background like a real life Skyrim character [9]. You still need your introspection, your theoretical study, and your process of continuous improvement. Just don’t forget that you also need the fuel of new experiences and can feel blessed that the streets are always there and thus you can always go out and replenish your stocks.

[1] Indeed I’d highly recommend you try that sort of thing more often for the relaxing effect it has on you. [2] Other than happiness. And aint no one got time for that. [3] And perhaps the animal holding the shovel is Improvement Furnace Otter, should you be of the indulgent neurotic type who wishes to personalise these sorts of things. [4] [4] Was that mean? [5] [5] Probably was, wasn’t it. I think I don’t have a strong leash on Needless Insult Leopard today. [6] I’m referring to things such as teamwork, self-control etc [7] In London, mine came to involve the Number 13 bus, a Starbucks filter coffee with semi-skimmed milk, and an M&S sausage roll. [8] But I won’t [9] If you take an arrow to the knee, you may need to transition towards coffee shop game.

I recently found out that at its highest levels, mathematics is an experimental science. How very very odd! Now, while I was always top of my class in maths at school, I haven’t done any since I was sixteen and thus I’m in no position of authority to speak. I’m just telling you what I heard. From a man in the pub. Nonetheless, it got me thinking. I’d assumed mathematics is the most analytic and most precise of all knowledge systems. I’d thought it was a closed system, tautologically true. I’d already heard Stephen Hawking waffle on about physics as being quite open-ended and exploratory which had come as a surprise at the time [1] [2] [3]. So I start thinking.

Something like this

Much of our male attempt to poke our dicks into pretty females comes down to imposing order and control onto a messy world. Within the daygame community that can express itself in a daygame model, mapping the stages of an ideal type interaction. A model allows someone with little experience to form an expectation and to narrow his seemingly infinite potential choices of action down to a small set that tend to lead in the right direction. A rough model is like a rough map, pencil on the back of a napkin. A detailed model can be more like a periodic table.

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Unfortunately, the map is not the territory. It always involves high levels of abstraction and the removal of the specifics of time and place. There will never be a daygame model that perfectly describes and patterns the reality of daygame. We just have to do our best. Anyone watching a rank beginner will soon see that a half-decent model is far more effective than nothing at all.

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So far, so meh. Let’s fly on our intellectual wings, up and away into a higher tier of mindwank. Let’s ask ourselves this question: Do we ever really know what’s happening in a daygame set?

Do you ever really know if a girl fancies you?

Do you ever really know what your odds of fucking her are?

Assuming you didn’t fuck her, can you ever figure out why she didn’t put out?

Lets say a girl appears to IOI you so you open. Sometimes you’ll get the “confirmation” of the IOI because she immediately laughs and hooks, as if your opener was actually the second sentence in the set (her IOI was the inaudible first). But other times she acts like she hadn’t just IOId you. So, was it really an IOI?

Well, was it????

How could you possibly know one way or the other? Even if you explicitly ask her and she denies it, it doesn’t mean it ain’t so.

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Lets say you’re out gutter gaming and a girl seems to hook well, her eyes wide. You squeeze her hand and she squeezes back. You suggest a drink and she follows you to a bar, but at the last moment refuses to enter.
“I have a boyfriend” she says. “I shouldn’t. Something might happen.”
“Yes, I may kiss you” you reply, doubling down on the r-selection.
“Yes, you may. I can’t.” Then she leaves.

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How close were you to fucking her? Give it a percentage and then consider a different scenario…..

“I think this one might be 50/50”

You’re back out gutter gaming and meet a different girl. It’s a fairly uninvolved conversation with low sexual energy but she’s smiling, chatting and agrees to a drink. You sit with a beer each as she tells you she’s on a weekend trip from St Petersburg, that she works as a graphic designer, and isn’t it exciting to be here after you only just met. Midway through the first drink you are playing with her hair and you even get a light makeout. You finish two drinks and suggest a walk, which of course finishes at your apartment door. She comes upstairs, telling you she can only stay half an hour. Music on, some making out. She resists when you squeeze her tits but you eventually get her shirt off and a mouthful, but she’s firm about not unzipping her jeans. Then around the half hour mark she puts the shirt back on, swaps Facebooks and disappears unfucked.

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Now give this set a percentage probability. How close did you come? Which is the nearer near miss?

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On raw “objective data” the second one is MUCH closer. You kissed her, got her home, and rolled around on the bed. But is that actually closer? What if she’d made a decision early on of “I’ll fool around with this guy a bit but I’m never taking my jeans off”? In that case you were never going to fuck her, and everything that came after her decision was kabuki theatre. In contrast, that first girl may have been thinking “If I kiss him, I’ll fuck him. I’d better not kiss him”. By this formulation, it is the girl’s internal mental state which really determines how close you are to fucking her and a girl who is wavering 50/50 at this “if I kiss, I fuck” stage is arguably a nearer miss than a girl on your bed determined not to fuck. [4]

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But there is yet another tier of mindwank above even that.

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A Russian girl once told me “Nick, you are too logical with daygame. Often even we girls don’t know what we will do or why we do it. Often we do it and then don’t even understand afterwards why we did.” So consider in both these situations the girl’s internal mental state wasn’t necessarily etched in stone. The first girl may have flipped between parallel yes/no states multiple times during the set like Schrodingers’s Cat. The girl with a firm resolution to fool around but not fuck may have suddenly changed her mind to either fuck, or perhaps not even begin fooling around.

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Given this, it helps to relax our hold on the dream of making daygame a precise science and to instead embrace the chaos of the world. Whenever humans are involved you can rarely say “this definitely happened” or “this is why.” The best you can do is assign probabilities, based on adding your experience to that accumulated by the community, to know what tends to happen when certain outward behaviours seem to manifest, based upon your reasonably decentcalibration.

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But you’ll never actually know. And even if you fuck the girl, you can’t be sure if it because of or in spite of your game [5]

If you thought this was uncertain, you should consider resolving it by making certain to buy my book, which is certainly great.

[1] Although perhaps this is nonsense as equally uninformed as his recent blabbing on about how we need to one-world globalist government to constrain “aggression”. [2] And he claims women are “a complete mystery [3] And he’s a spazz [4] Most intermediate daygamers who’ve toyed with heavy r-selection will have experienced “sex on the street” sets where you talk to a girl for five minutes and she leaves without even giving a number, but you were eye-fucking each other so hard you know she was fantasising about your dick. What does that count as? [5] Though you will definitely know you don’t really care because you fucked her anyway and that’s what really counts.

Game involves a strong element of applied psychology, and thus it behoves the aspiring player to make a review of ‘normie’ academic psychology to plunder key concepts and get abreast of the discipline. It’s not difficult to grasp because the social sciences are – to put it mildly – not where civilisation’s finest minds go to work. [1] If you’re entirely new, I’d suggest a UK A-level textbook such as Richard Gross’s Psychology. It’s written for average IQ teenagers so my esteemed readers should have no problem whizzing through it. [2]

There are some great concepts in there, even at the A-level entry point, and one I like [3] is the Dunning Kruger effect: “a cognitive bias in which low-ability individuals suffer from illusory superiority, mistakenly assessing their ability as much higher than it really is.”

Your first reaction is likely to be a scoff, at all those stupid other people who keep falling into this trap. A few seconds later you may feel a slight wobble, a tremor from deep down, that perhaps you too could fall into this trap and not realise it. Likely, you squashed that thought and turned your mind to the more spectacular examples of Dunning Kruger on PUA YouTube [4]. Generally, the literature considers the DK effect to be a problem, because it leads to an inaccurate model of the world and encourages overconfidence.

Overconfidence? you say.

“Yeah mate, I’m gonna be banging girls like this”

Yes.

And that’s why PUAs have a unique relationship to the DK effect. If you’re trying to build a bridge over the Rio Grande, you’d better have an accurate estimation of your engineering skills. If you’re trying to smoke out globalist traitors from the highest levels of the NSA, CIA and FBI [5], you’d better have an accurate assessment of the world.

But if you’re trying to pick up women? Well, as Heartiste has so often advised us, overconfidence is king. I don’t refer to him as often as I should so let’s lavish a full quote box on his advice, from the Sixteen Commandments Of Poon:

XI. Be irrationally self-confident
No matter what your station in life, stride through the world without apology or excuse. It does not matter if objectively you are not the best man a woman can get; what matters is that you think and act like you are. Women have a dog’s instinct for uncovering weakness in men; don’t make it easy for them. Self-confidence, warranted or not, triggers submissive emotional responses in women. Irrational self-confidence will get you more pussy than rational defeatism.

Delusions of grandeur are absolutely essential for the aspiring PUA. Speaking from my own experience, if I’d known how low my SMV really was, how bad my Game was, and how difficult the road ahead was…. I’d have given up at the beginning. The quest to bang youngerhottertighter is a foolhardy one in which we are trying to beat Nature at her own game. Most aspiring players are fucking insane for even thinking they can do it.

And yet they try, and more of them succeed in rapid escalating and first-date sodomising Mother Nature than we’d ever expect. How? How is this possible? Let’s first consider the problem. The best way to have casual sex with many pretty women is to be (i) high SMV (ii) surpremely confident (iii) sure of your eventual success. Most aspiring PUAs face the following problems:

Low SMV

Low confidence

Persistent uncertainty

Fortunately the PUA industry has engineered a meta-game to keep its apprentices on the right path to learning the skills. It does this by engaging in the following tricks.

1. The Monomyth
Joseph Campbell wrote a masterwork distilling the key dramatic elements of literature into a single all-purpose monomyth. His book is The Hero With A Thousand Faces and I’ve written about it before. The key takeway is that when the aspiring player conceives of himself as the hero and the Player’s Journey [6] as a proxy to the Hero’s Journey he is leveraging a deep DNA-level semantic structure within his brain. He is no longer a bumbling fool engaged in a hopeless waste of time that’ll probably end in tears. Rather, he has heeded the call to adventure.

Consider the structure of typical novels and movies. As the Aaron Sorkin Masterclass makes beautifully clear, drama requires Intention and Obstacle. This is what distinguishes it from mere journalism. There is something the hero wants (in our case to bang hot birds) and there is something/s preventing him getting it (being shit with women, being sexually deselected, Nature itself…. this list is very long). The plot structure guides the hero in his quest to overcome the obstacles until finally he achieves his goal. Art house movies aside, he always achieves his goal. When inserting oneself into the monomyth, one gains a deep feeling of inevitability about success. Believe me, you’ll need that. (Here’s an example of the daygame monomyth in action, leading to results after a tough start)

2. The Path
I remember Tyler once saying, off-hand, in his Blueprint Decoded video seminar words to the effect of “the path is there, all you have to do is walk it”. That’s a little like saying “the mountain is there, all you have to do is climb it” but the point is in the subtext. It’s not random, it’s not a jungle wilderness. There is a path. That implies:

People have walked it before you

It is well-trodden and thus easier to walk than jungle thickets

It leads somewhere worth going

It has an end

The most powerful inner game is that which rests outside our conscious mind, our assumptions and world view that inform the decisions made consciously. By conceiving of the Player’s Journey as following a path we acquire direction, purpose, and the confidence that we’re not wasting our time on a wild goose chase. That’s powerful considering our path is just an abstraction and that running around chatting up women is fundamentally a rather random act.

3. The Secret Method
Game was originally marketed just like those scam products on how to beat the lottery or the secrets to self defence. If you’re an average man, you don’t expect to achieve above-average results on a level playing field – be it sports, business or girls. The outsize results come when you deploy a tactical advantage unavailable to your competitors such as the Mohammedan hordes using heavy cavalry to colonise Europe, or Charles Martel developing heavy infantry to finally push them back. PUA promises you access to a secret system that provides a tactical advantage over not just the girls you’re seducing, but the rival males (‘chodes’) also competing for them.

When you believe you’re bringing a gun to a knife fight, you develop confidence and a sense of inevitable victory.

So how does this tie in with the Dunning Kruger effect?

Your early dabblings in pick-up will be met with crushing failure and yet…… it won’t feel that way. An objective assessment of my first thousand sets would be: “Banged two mediocre birds. Waste of time”. Yet for all my failure, pain, and despair in that first year I never truly wavered from The Path. The PUA industry had supplied me with all kinds of rationalisations to cushion the pain of reality and to nurture the flame of hope.

“Every rejection is another brick in my palace of Awesomeness”

I truly believed I was better than I really was [7] and that my results were better than they were. I always believed the tsunami of hot pussy was just around the next corner. My Dunning Kruger effect – let’s call it the Stunning Krauser effect – led me like a carrot in front of a donkey. It was my visualisation of the new identity I was growing into. Each time my real abilities advanced (as they necessarily will when you put in the work) my delusional self-image would advance with it.

Your reality may never catch up with your delusion, but so long as both move forward in lock-step, you will get better with women.

“I fucked a six! I’m halfway up!”

It is only when you take a pause on your journey up Relativity Mountain and gaze back at what you were that you truly appreciate how far you’ve come. Looking backwards you can drop the ego and face reality. You can say “actually, that bird was a bit minging” or “that text game was awful” and it doesn’t sting, nor does it knock you off your perilously narrow path forwards.

For the aspiring PUA, the Dunning Kruger effect is a cognitive bias that keeps you afloat while you’re learning to swim. Don’t try to overcome it.

[1] Sociology in particular is a swamp of Marxist filth that makes no effort at doing real science but takes great pains to pretend it does.[2] A general rule when dealing with social sciences is to avoid anything written in the last twenty years, as unlike the hard sciences, the social sciences usually move backwards over time because they are so pozzed. The best work in the entire field was conducted in the fifty years leading up to 1960. I read the 1991 edition so I’ve no idea if later editions have become pozzed.[3] By “like” I mean “recently accused of personifying, by Jimmy”[4] I feel like Deepak Wayne deserves a nod here.[5] Obligatory pro-Trump reference.[6] It’s no coincidence that I coined this phrase to describe our efforts to get better with women.[7] Still do. No reason to dismantle a successful delusion mechanism.

If you like the idea of inserting yourself into a monomyth in order to chart your progress upon the Player’s Journey, you might well like my book. It’s the most detailed map of The Path ever written.

Jimmy Jambone recently put a post on his blog[1] about why women hate the very idea of Game. It’s an interesting post in his own rambling secretly-DHVing way and focuses mostly on the idea of control. Women don’t like the idea that men can reclaim some control over their dating lives by using Game.

As Heartiste once wrote, “the goal of feminism is to remove all constraints on female sexuality while maximally restricting male sexuality”. It’s much the same as Rollo[2] writing that for the feminine imperative to succeed, the masculine imperative must be frustrated. One wag – I forget who – suggested the Western world is what happens when the feminine imperative runs amok and the Arab world is the converse, of the male imperative running amok.

Not for the first time, I think Jimmy is wrong [3]

Jimmy’s bird gets angry

The deep-seated visceral fear women have of Game is that it makes them unsure of their ability to discern value. And make no mistake their hatred of Game is borne of fear. Allow me to explain.

In biology, we learn that animals throw out signals of their mate value. Because all is fair in love and war, animals have evolved to exaggerate their mate value by throwing out fake signals. An arms race developed where animals compete to develop sneakier fake signals while learning to see through the fake signals of others. It’s a war of deception.

Women have been faking signals for centuries, such as rouge on their cheeks, corsets, push up bras and high heels. In modern times they’ve gotten fake tits. What all these signals have in common is they are not part of the DNA package being passed on through mating. They are not part of the core SMV proposition [4]. We all know that sinking feeling of meeting a pretty girl in a nightclub, taking her home, and then seeing what she really looks like in the morning [5]. The girl successfully faked signals of her SMV to get her victory.

Women know full well men will also fake signals, whether it’s puffing out their chest and sucking in their stomachs, or fronting about a lifestyle they don’t really lead. For most of the time in the male-female arms race there is detente. It’s the same old tricks and each side knows the other’s capability. Game changes it all. It’s a Trump-esque upending of the established order.

Higher value

Game, at it’s heart, is about emulating the signalling of high SMV men. Sure, do it enough and you’ll eventually become higher value. Nonetheless, for as long as you’re doing game, you are throwing off fake signals [6]. Girls are hard-wired to sniff out the difference between real and fake signalling (PUAs call that “congruence”) and to probe for key information in reaching such a determination (PUAs call that “shit testing”).

The fact it’s hard-wired is the problem. It means they are great at doing it against untrained men. However, it’s like one side of the arms race standing still while the other speeds off with higher technology. Game is that technology.

Girls fear Game because it shakes their confidence in their ability to weed out low value men. They fear getting knocked up by fakers.

[1] Yes, he actually has a blog. It surprised me too.[2] Now that I’m booted off Twitter I couldn’t thank you personally for that Deep Conversion post a month ago referencing me. Thanks![3] It’s more accurate to say he doesn’t give sufficient weight to another aspect of the case, but that way of writing is less likely to trigger him.[4] Not that I dislike fake tits or heels, mind.[5] I’ve never been to bed with an ugly woman, but I’ve woken up with quite a few[6] Feel free to discuss the issue of to what degree the signals themselves constitute value to the woman, such as how there isn’t much difference between “signalling” charisma and “real” charisma itself

“Nick doesn’t seem to update his blog anymore. He only did three podcasts this year. I think he’s done with the Game” says a regular reader.

It certainly looks that way but let me reassure you all I’m most definitely not done with the Game. I have, however, had amended priorities in 2016 over and above regular blogging or doing in-field recordings.

I have a tendency to bite off more than I can chew. Fortunately, I also have the tenacity to push forwards and the completionist’s obsession with finishing everything he starts. Two years ago I started writing my daygame memoir Balls Deep. It quickly became obvious that I couldn’t tell the stories I wanted in the way I wanted to tell them and still keep it down to one volume.

By the time Balls Deep was finished in late 2014 it had only covered the first quarter of my Player’s Journey. “I’d best do this across four volumes” I mused. So I added three more volumes to my To Do list and got cracking writing all three simultaneously, as if I was filming Lord Of The Rings.

What a silly idea!

Two years later and I’m still at it. Back in November 2015 when my winter hibernation began I resolved that I must get these bloody memoirs out! I spent the whole winter writing volume four, Adventure Sex, which was released this summer (to good reviews too, check here and here). While writing these books I came to a realisation that game was no longer my obsession – writing had replaced it. Here was a highly technical, wonderfully expressive art form in which you can keep improving for literally decades! I’d sit down at the local Costa Coffee with a grande americano and just disappear into the book. Love it!

So let me update you on the status of the quadrilogy.

Volume One: Balls Deep is on sale in both paperback and PDF here
Volume Two: A Deplorable Cad has just been finished. It’s now with the layout designer.
Volume Three: Younger Hotter Tighter is currently a 75k-word draft. It needs a lot of rewriting.
Volume Four: Adventure Sex is on sale in paperback here.

Mock cover. Will change a lot.

So the big news is A Deplorable Cad. I’ve literally just finished the seventh and final re-write this morning, polishing its mammoth 161k words to a fine sparkle. I’ve already received most of the commissioned artwork and now I need to go through instructing my layout designer and then reviewing test prints. My best guess is it’ll be on sale in January, just in time to motivate you fellow daygamers to follow through on your New Year Resolutions to do more sets.

A Deplorable Cad is my best writing. I’ve lavished extreme care on it because writing is my big obsession now. It picks up right where Balls Deep ends. And that is why I haven’t been blogging so regularly in 2016, especially lately. All my creative energies have been poured into this albatross. I’ve written 320,000 words of my memoir this year. Unbelievable, really.

If you like hearing me witter on, come find me on Gab – the only social media company that has yet to lock my account. Find me athttps://gab.ai/NickKrauser